Space Engineers

Space Engineers

DAS - Driver Assisting System
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Update: Sep 21, 2018 @ 7:52pm

Version: 1.12
- Added different possible reference points for Ackermann steering angles calculation. Parameter name AckermannFocalPoint.
- Added new parameter: MaxAcceleration. It clamps maximum acceleration of vehicle. Default value 10 m/s^2.
- GSA now toggleble with argument 'toggle_gsa', no quotes, not case sensitive.

Update: Mar 25, 2018 @ 9:14am

Version 1.11
- Added turn lights support. Make a group of lamp (spotlights) blocks with a name 'Turn lights'. You can change name to search in TurnLightsGroupName variable.
- Changed TCS part. Again. Friction now is 100% when driving straight, and 65% when turning. Also depending on velocity vector (or drift angle) friction can go below (50%-32%). Additionally, on side sliding friction rebalanced for each wheel in a way that total drag point lay on velocity vector and stay behind CoM. When braking total drag point lay on vehicle forward vector and stay behind CoM. Added key combination W+A(D)+Spacebar that drops rear wheels friction and also disengage DAS adaptive steering mode, letting you take sharp turns. Removed critical friction truncation, if there would be isues i may put it back.
- Improved vehicle altitude calculation in FDS.
- Improved work with cameras. Now if you have more then one downward camera script will pick most appropriate one for raycast. Though one camera in most of cases would be enough.
- Reduced number of things script do when idling (i.e. vehicle not moving and not maned).
- Patched some bugs.

Update: Mar 3, 2018 @ 9:27am

Version 1.10
- Added handbrakes sync with wheels on subgrids, like trailers. Require RC block with proper name on such trailer.
- Improvements for TCS part. Friction no depends on velocity scalar, velocity vector direction to vehicle forward direction, CoM, individual wheels side slip velocity.
- Added own air shock mechanics, as substitution for vanilla one. Could be disabled with UseDASAirShock variable.
- New braking mechanic. When you press spacebar and forward/ backwards only forward wheels brakes engage, while rear wheels still could propel the vehicle. Why? Dunno, I think it's cool, maybe you find some good use for it.
- SafeFallVelocity default value lowered to 25 m/s. I guess 50 was a bit overestimated.
- Minor performance optimisations for multiplayer.
- Fixed PID regulators gains in GSA.
- Fixed FDS not engage thrusters.
- DAS class moved up, so you don't need to scroll down much to get to the settings.

Update: Feb 3, 2018 @ 12:41pm

Update for game version 1.186.000. As this major brings wheels physics overhaul a lot of stuff in my script got obsolete in one moment, and script was broken. In total, DAS is not so needed now to drive rovers normally. But if you like, there is new version of DAS.
Version 1.9
- Removed shock absorbers (dampeners) simulation because the vanilla game now has something like it.
- Removed automatic suspension strength boost when falling because the vanilla game now has something like it.
- Removed torque ramp up/down mechanic, as well as acceleration limit because the vanilla game now handles acceleration. Torque now always 100%.
- SafeFallVelocity default value raised to 50 m/s (from 10) because suspension durability was raised.
- Script now works with auto-update feature and does not require Timer Block.
- LGSteerringSafeMode variable renamed to AdaptiveSteeringMode, perform the same functionality as before, but now for all surfaces, not only for large grid surfaces. I leaved it because i find vanilla adaptive mode is not good enough.
- Friction management rebalanced to new game wheel physics.
- Camera's Raycast was balanced between script iterations.
- Wheels speed limit now proportional to user input. Affects joysticks analog sticks and any other supported by game analog controls. (Need confirmation because i don't have joystick)
- Fixed bug caused unneeded Raycast calls.

Update: Nov 26, 2017 @ 9:10am

Version 1.8
- With game version 1.185.000, wheels behave pretty much like with this script.
I.e. they slid on voxel, and not bit surface so much as before, they still do sometimes,
but with less disastrous consequences. Therefore friction (FCS) and torque (TCS) controlling
parts of the script was dumbed down, merged into one Traction Control System (TCS), and no
more is a core mechanic of the script. Friction now doesn't depend on speed and most of a time
stays at 100% and reduced only on sideslip. Torque now also doesn't depend on speed but depends
on the new AccelerationLimitMPSS variable. If vehicle acceleration/deceleration lower than this
value torque ramps up, if higher - ramps down.
Other changes:
- Slightly rebalanced suspension auto strength and shock absorbers gains.
- SDO was rewrited. Thrusters in idle takes less energy.
- Added NaturalPitchDegree variable for rovers that have build with some chassis incline in mind.
- Friction on braking with spacebar or handbrakes now distributes in a way that center of braking is behind center of mass. Improving stability on braking.
- Torque on turning redistributes on each wheel to improve turning. Something like differential.
- Steering angle reduces when driving over large grid platforms at high speed. Could be disabled with LGSteerringSafeMode variable.
- Wheels steering angle, steering speed and steering return speed now sets to some reasonable values when script stopped.
- Wheels steering now synced.
- Gyros actuation on steering now proportional to user input. Affects joysticks analog sticks and any other supported by game analog controls.
- Prefixes/suffixes for text panels now just 'DAS Navigation' and 'DAS Status' by default, because i think it was too long. It will not affect existing setups as it doesn't require exact match.
- Script now remembers whether use of jump jets was turned on or off, and on recompile or world reload will restore this state.
- Performance optimisations and improved failsafe.
- Fixed bug which caused wrong torque distribution between wheels on turns.
- Fixed incorrect auto strength calculation for large grid wheels (was overstrengthed before).
- Fixed bug in Ackerman steering angle calculation.
- Removed workaround for game bug SE-4384 since it was fixed in game version 1.185.000. Finally.

Update: Nov 17, 2017 @ 1:02pm

Version 1.7.6
- Fix for game version 1.185.000.

Update: Oct 1, 2017 @ 4:34pm

Version 1.7.5
- Fixed issue when script was stopped suspension wheels where still turned off.
- Fixed bug where user input could stuck when player leave cockpit and vehicle run away. Applicable to thrusters and gyros.
- Lowered performance load when vehicle not manned and stationary. Script will run once per second.

Update: Sep 28, 2017 @ 11:42am

Version 1.7.4
- Fixed issues appeared with game version 1.184.200.

Update: Sep 23, 2017 @ 3:08pm

Version 1.7.3
- Fixed bug where script broke up if there only one wheel (one wheel axle).
- Shock absorbers adjusting depending on wheel strength value. On by default. Can be turned off with ShckAbsrbrAutoAdjust variable.

Update: Sep 19, 2017 @ 4:16pm

Version 1.7.2
- Fixed bug where script broke up on world loading, and also broke up world itself.
- Fixed bug where max steer angle change won't take effect if changed at runtime.
- Rebalanced auto strength calculation algorithm.